Here at Fort Weyr, we're always on the look out for new players! And sometimes it can be hard to get that starting edge on a new character or even to find a way to jump into the area. Stuck on a concept? Well look no further! This page is dedicated to listing the various options open to players and what we're currently looking for (be it TP related or not!).

Whether you wish to play a resident, posted Crafter or a plot-specific character, there are tons of options available to you! We are always on the lookout for a variety of characters and welcome all types! Below is a rough list of just some of the concepts available to you should you choose to create a character.

If you have any questions concerning a specific concept, please do not hesitate to @mail or page Fort Staff on game!

Wanted

We have a ton of RP hooks open to people who want to consider stepping into the MUSH-style RP and a lot of character concepts that are open for play. We’re not restrained by only those concepts, however, because we’re certainly open to any ideas that players may have. Some of the concepts below could be tied into new or old TPs.

For those who are interested in specific roles, there are a few concepts that we are looking for:

  • Characters tied in with the Minecraft; Apprentice and Journeymen, posted to Fort Weyr after the recent collapse and more or less involved with organizing the repairs, working on them (or in tandem with stone masons) and keeping a sharp eye for any further signs of damage or weakening of any of the Weyr's structures.
  • Displaced Weyrfolk; where did you end up? One of the camps? One of the smaller holds? Are you happy to be back or pissed off about being shipped out and meant to suffer in some backwater place with very different routines/outlooks on life (think Weyr vs Hold in mentality)?
  • Disgruntled Holderfolk; was your hold overrun with weyrfolk? Decided to come and see what all the fuss was about yourself? Have a bone to pick with someone?
  • Some of the female Candidates left very disappointed (and confused) from Kouzevelth and Rinxyth's last clutch; only male dragons hatched and Impressed to males.
  • … Many, many more.

Even if you have a concept in mind but do not see it listed here, please do not hesitate to discuss it with Fort Staff on game! We're open to suggestions and the worst we can do is either ask for a few changes or offer an alternative if the idea does not quite mesh.

Residents

Residents vary far and wide as far as possible positions and jobs go. They go from jack of all trades to specific duties and form the largest part of the Weyr's population. They help keep things running from the littlest of things to some of the larger. Often times too they can be called on to aid posted Crafters or Riders should their skills match what is required for the job. While most just opt to go for the general title of 'Resident' there are some sub-categories you can opt for if you're looking for something a bit more specific to play off of.

Some concepts for Residents can include:

  • Repair/Maintenance
  • Laundry
  • Seamstress
  • Cooks
  • Kitchen Hand
  • Stablehands
  • Stablemaster
  • Herders
  • Weyrbrat (good if you're playing a young character below the age of 15 Turns)
  • Hunters
  • Barmaids/Bartender
  • Servers
  • Artists
  • Tinker/Jack of All Trades

And the list goes on and on and on. Some are a little less glorious then others, but that could be either a disadvantage or an advantage! If you do not see a concept listed here but have one in mind, please do not hesitate to pass it by Fort Staff on game via @mail!

Residents (Specific)

This is a list of concepts that don't quite fall under resident and aren't a Craft of their own, but their position holds some importance and are specific to one line of work or duty within and without the Weyr. Currently we are looking for:

  • Guards
  • Dragonhealers (All Levels)
  • Traders
  • Tavern Keeper
  • Archivists
  • And More!

If you do not see a concept listed here but have one in mind, please do not hesitate to pass it by Fort Staff on game via @mail!

Crafter

Fort Weyr likely has several posted Craftsmen (and women!) among it's ranks at any given time of Turn. Some are permanent and some may rotate out as time goes on. Most would be Journeymen, along with a few Apprentices. Some Masters may choose to remain on in the Weyr if there is a need for their presence.

If you're looking to create a Crafter, there are three Halls that fall under Fort's coverage area and give the easiest explanation for a posting within the Weyr. They would be:

  • Healer
  • Harpers
  • Weaver

Other Crafts that would easily work within Fort Weyr would be:

  • Beast/Herd
  • Bakers
  • Tanners
  • Vinters
  • Smith
  • Glass
  • Star

There are more Crafts as well, but given Fort Weyr's location and current take on modern technology, the following would pose a bit of a challenge, which can be great fun if you're looking for something new and a different angle on the Craft!

  • Tech
  • Dolphin
  • Sea
  • Plastic
  • Mine

While we do not discourage these Craft choices, they do pose some difficulties in explaining WHY they would be posted to Fort Weyr. But that could be the FUN of it!

For example: A posted Seacrafter could be from Fort Sea Hold on some project that requires them moving to and from the Hold and Weyr itself. Could be working with Fortian Riders or simply on their own or with a team of Crafters.

The possibilities are limitless and we are always on the look out for all sorts of new characters to add flavor to Fort Weyr's numbers!